501

(87 replies, posted in LotFP Gaming Forum)

http://www.lotfp.com/images/dump/LotFPGameWorking.pdf

Version 0.07.

There are no official armor restrictions, although I think in version .08 there will be definitive "how much encumbrance stifles spellcasting and Specialist skills" statements that I haven't quite finalized yet.

I ran a couple of Skype games last year, but really I stay away from playing RPGs online. To me, they need to be played in person with people actually looking at and talking to each other. Online should just be for the discussion about the games.

503

(87 replies, posted in LotFP Gaming Forum)

http://www.lotfp.com/images/dump/LotFPGameWorking.pdf

Version 0.06 is up.

Character sheet rough is available here: http://lotfp.blogspot.com/2010/04/lotfp … ng_28.html

504

(87 replies, posted in LotFP Gaming Forum)

http://www.lotfp.com/images/dump/LotFPGameWorking.pdf

Version 0.05 up.

505

(2 replies, posted in LotFP Gaming Forum)

Is it me or does this guy look like a spambot?

506

(5 replies, posted in LotFP Gaming Forum)

dogrodeo wrote:

Thanks for the info. I like what you came up with but if a 1st level fighter gets an attack bonus of +2 and a specialist gets a +1 couldnt  the specalist just use 1 point per level and have the same bonus as a fighter? If they did this they would probably have a higher attack bonus than the partys fighter because they need less xp to go up in level. They could also spend their spare points in sneak attack and end up doing way more damage than the fighter but still have almost as many hp. Am I missing something?

Hmm, yes, good point about the faster leveling. Maybe I should just allow one point to be put on attack bonus, ever, or just take out the attack bonus thing altogether.

507

(5 replies, posted in LotFP Gaming Forum)

Here's how the Specialist (and skills in general, really) will be handled in the upcoming update:

The Specialist is unique because the character class has no special abilities of its own. Instead, a Specialist is better at certain activities that other characters are able to do at a basic level. The Specialist begins at the same default level in these activities as other characters, but receives “points” which can be used to be better in the chosen skills. The available skills (and their default starting values for all characters) are:

•    Attack Bonus (+1)
•    Climbing (1 in 6)
•    Find Secret Doors (1 in 6)
•    Find Traps (1 in 6)
•    Foraging and Hunting (various)
•    Read Languages (0 in 6)
•    Sleight of Hand (1 in 6)
•    Sneak Attack
•    Stealth (1 in 6)
•    Tinkering (1 in 6)

Most of these rules are covered in the Adventuring. Rules of the Game section.

For skills that are “x in 6,” allocating a point increases the chance by one. For example, Read Languages begins at 0 in 6 – most characters simply can’t read ancient manuscripts. A Specialist allocating a point there increases his chance to 1 in 6.

Specialists can increase their Attack Bonus by +1 for every point spent on it, to a maximum of one point per level.

For other characters, Sneak Attacks are merely attacks made by surprise. A Specialist can multiply the damage done by a Sneak Attack by allocating points in this skill. Assume that the damage multiplier is x1 for all characters, and every point allocated increases the multiplier by one. If a Specialist has any points in Sneak Attack, then he also gets a +2 bonus to hit above any other bonuses when performing a Sneak Attack.

Specialists receive four points to allocate at first level, and two additional points every time another level is attained.

You can add any number of abilities, but I guess everything hinges on how many points you give to start and after gaining a level.

508

(87 replies, posted in LotFP Gaming Forum)

Navdi wrote:

As for the desired market, I got the impression that James is aiming for new role-players, current role-players AND the old school scene.

You make it sound so confused when you put it like that.

I just call it, "aiming to make a complete game that stands on its own."

509

(87 replies, posted in LotFP Gaming Forum)

Age of Fable wrote:

The table for turning undead doesn't explain what a dash after the T means.

On the same table, cleric level 15 vs Hit Dice 7 and 9 has T with an asterisk, it looks like it should be a dash.

Wow, I'm not sure what happened there. There shouldn't be any Ts with dashes, they should have asterisks instead.

510

(87 replies, posted in LotFP Gaming Forum)

Navdi wrote:

For instance, you've remarked on having to include halflings just because they are in other games, and at the same time, your own dislike for said class (as a PC class) is quite evident. On the other hand, your rendition on halflings in Insect Shrine is just brilliant, and definitely worthwhile, except they have little or nothing at all to do with the halflings that players play.

It's not so much a dislike of halflings as an idea, but the unwillingness to "awesome them up" in comparison to other races for the sake of balance.

However, the last go-through makes their saving throws the best in the game, by a significant margin. Whether that's a tradeoff for the lack of other useful qualities, I don't know, but it is an advantage that is in line with source material and the generally assumed nature of halflings.

As far as the Insect Shrine (and Hammers of the God will hit first and have bits about that same history), I fully expect to catch shit for what I have to say about the halflings of antiquity. I fear people just won't accept it.

Navdi wrote:

I'm of course talking about the descending armor class, which, in my opinion, really isn't worthwhile.

Taking a nod from Swords & Wizardry, the next draft of the rules includes both (might as well since my adventures give AC descriptions rather than hard numbers anyway). The trick will be to integrate this smoothly throughout the rules where AC is mentioned.

511

(87 replies, posted in LotFP Gaming Forum)

Akiyama wrote:

I assume you mean a 10 foot square. So for 1000gp I could buy a decent sized house in the city, or a mansion in the countryside. Is this right?

I'm getting to this stuff now.

Remember that rural costs would involve a good deal of land as well. Even an acre will add up...

Not a proofreader, but someone to look over my drafts (of not only the rules, but the other stuff I'm working on that's not being previewed publicly).

Point out where it's ineffective or poorly organized, and basically argue with me about what I'm doing so I have to defend it and maybe think of better ways.

Can't pay, but you'll get a free copy of the box.

Interested?

513

(87 replies, posted in LotFP Gaming Forum)

I'll take a closer look at the rules and do another "cleaning" as soon as I'm done with the tutorial draft I'm working on. Some things (like the "dwarf thief" mentions in the trap section) I'm wondering how I missed the last time, even if at the moment a lot of this is still just copied Open Game Content. Keep the pointers coming.

About wages and costs: I'll admit to envisioning a bit of Dickens in the living conditions of the working class. Also, the property costs are intended to be averages, so a poor bastard could find a bit cheaper accommodation.

As for other prices, maybe the warhorse is out of whack, they are going to be expensive.

For things like the medium vs large weapon issue mentioned, I won't transition my own campaign into these rules until the end of the current adventure (seems unfair to switch in the middle of something), and while I'll examine this issue before the switch, I'm sure more issues like that will be caught through actual play.

Hiring Help is indeed a 3d6 roll, and I didn't realize when putting this layout together that the lines in the tables weren't going to appear in the PDF (the yes/no line should be between the 10 and 11).

I have a specific idea for encumbrance and how it's supposed to be easily calculated just by how the character sheet's equipment section is formatted, without counting. It's not there yet, but it's my top rules priority after the current portion I'm working on is done.

Thanks for the look-through!

514

(87 replies, posted in LotFP Gaming Forum)

Akiyama wrote:

But in not allowing THAC0 progression for non-fighters, you are in one way making it incompatible with other games. For example, in the original B3, the main bad guy is a mid-level cleric. If his THAC0 is less than that of a first-level fighter, he's a bit less of a threat.

I'll have a more in-depth response to other things later on, but I want to address this real quick.

In using different material for different games, this kind of thing happens anyway. I used Pod Cavers (an OSRIC module) with the BFRPG rules for my home game last year. It causes little hiccups, I guess the same way as trying to run Horror on the Hill in an AD&D campaign, or running Swords and Wizardry modules with Labyrinth Lord.

I don't see much difference. It'll take some eyeballing, but I daresay running an LotFP adventure with LotFP rules would need a "stop and take a look at this" because of the way the adventures are constructed, regardless of the rules.

515

(87 replies, posted in LotFP Gaming Forum)

Tharen the Damned wrote:
JimLotFPI  wrote:

made a change from the last document - did you notice the halfling saving throws this time around?

Gah, should read more carefully. This will make the Halfling more worthwhile to play.

Equally my fault. I'll be more diligent in noting what changes in future uploads, but there was just so much here that cataloging it all would have drained my will to live.

516

(87 replies, posted in LotFP Gaming Forum)

Tharen the Damned wrote:

In higher levels though this concept breaks down.

It comes down to the fact that in a fight, the fighter needs to be far and away the best. There shouldn't be any competition there, as that's the class' whole "special thing." Now dwarfs are basically fighters with their knees cut off, and elves have the big XP requirement difference, but the other human classes all have their things, which shouldn't involve competing with the fighter for the ability to fight.

It also makes the normal human a more formidable opponent, and stabilizes the game world I think, if not every single character on Earth can fearlessly go toe-to-toe with a 0 level well equipped soldier.

Tharen the Damned wrote:

BtW, what was you design reason not to go the other way and provide the fighter with special perks (e.g like AD&D weapon spezialisation)?

Adding more stuff increases complication, I think. It was easier to just do away with any weapon restrictions and give the fighters a combat edge using the standard system. I think the next steps of revision will be to make the rules leaner, to take away and whittle down.

517

(87 replies, posted in LotFP Gaming Forum)

Tharen the Damned wrote:

Why not either make the Halfling worthwhile or delete the Race/Class from the game?

I made a change from the last document - did you notice the halfling saving throws this time around?

518

(87 replies, posted in LotFP Gaming Forum)

http://www.lotfp.com/images/dump/LotFPGameWorking.pdf

Version 0.03 is up.

Jeff wrote:

Jim, a wee bit of feedback: the surface map could use a legend that names those lettered locations, and that switched North between the surface and cabin map tripped me up for a bit.

The compass issue is being dealt with at least; I'll take a look at the naming issue.

520

(87 replies, posted in LotFP Gaming Forum)

Tharen the Damned wrote:

I just tried to download the game but it shows a 404 error. Can you re-post the link for the download? I finally have time to hav a long look at it.

I made some mistakes concerning the OGL and Open Game Content with the previous files that needs to be fixed. I hope to have an updated version up by the end of the week, head cold permitting.

Jeff wrote:

Vomited filth aside, the undead in DFD seem too powerful for 1st level PCs and not the sort you can knock down in power. What's a minimum level for four 0e PCs?

I haven't bought Grinding Gear but I understand it's low level. Is that the better option? I don't have to stick with Jim's stuff, but DFD struck me as an ideal foil to the 4e sessions I've been running recently and you can't beat the tone.

Sorry for the naive questions but I'm pretty rusty.

Thanks,

Jeff

The undead in DFD aren't intended to be fought in the first place, really. My players stumbling around the Greater Tombs just made the deal with the devil, so to speak.

Grinding Gear is more forgiving. The deadliest part is probably the very beginning (depicted on the cover), but players will feel lucky to get their characters out alive as there are several places where things can go wrong.

522

(87 replies, posted in LotFP Gaming Forum)

I'm not sure if I've mentioned this, but pure typo corrections are not necessary at this point. The work hasn't been properly edited yet and won't be until the rules are all in place. I fear that typo-hunting efforts will be wasted if sections are changed entirely or even removed.

When everything is ready and has been edited on this end, I'll announce a community proofreading effort (which I'll label a "contest")... the top 3 errorfinders will get a free copy of the box.

Not ready for that though.

Commentary on the rules themselves, and pointing out confusing explanations, that's what I'm after at this point.

>>Started going over every single spell description, lost the ability to understand what I was reading

Yeah, I can definitely relate. This part took far longer than I figured for just that reason.

>>Aino's Remote Surveillance:

Ahh, good points. I'd think no, no, and no. smile

>>Airy Water

Watery air? I think that would be a bit odd, having some fish-creature wandering around in a bubble of thick air.. hmm..

>>Animate Dead

Definitely that many hit dice per casting. No alignment restrictions on the spell... I can think of three references where the dead are summoned for completely above-board reasons (two in SSOC, one in OOTS oddly enough, haha).

As for the details in some spells, the bulk of most of the spell descriptions were taken from existing Open Game Content, Labyrinth Lord and OSRIC 1 mostly. I compared which versions made the most sense, and which filled in the needed details. For Fireball, I thought the blowback detail was important. For Animate Objects, some indication of what exactly happens when things animate is nice.

You will notice that the higher level the spell goes, the less tinkering I've done - due to having little experience running high level characters. This does mean that the Clone vibe is in no way mine. smile

But point taken on the Polymorph. I'll revisit it for sure.

Some of these will probably be rewritten, but for this go-round I was just wanting the spells all in there with the changes I was going to make to the important ones that get used a lot in pretty much every campaign.

>>did you intend Jalo’s AA to be able to re-create a specific person?

I suppose it could, but it's for a limited time and the art would have to be magnificent for the person to be recreated exactly. Although, now that I think of it, wizards with this spell are going to become quite the collectors and patrons of fine art, aren't they?

Feather Fall: A leve 1 MU can float 400 pounds. If they're fatter than that, they have to wait until level 2. tongue

>>Interesting that you went w/ increasing dmg done by a missile rather than # of missiles.

Every version and edition has its own quirk of when the caster gets additional missiles. To hell with remembering that. One missile, escalating power, no fuss, no muss.

>>Silence 15' radius: I seem to recall a controversy as to whether the original intent was a means of being sneaky, or a way for clerics to neutralize MUs.

Both. Casters do need to speak out to cast spells.

>>Can we once & for all change continual light to continuous light? It's not a bloody strobe.

How do you know? tongue

>>3 things unclear w/ Dispel Magic: 1. "any spell-casting class" Does this mean that spells cast by, e.g., a dragon or demon are unaffected by dispel magic? 2. "scrolls are permanently nullified." Does this mean only that they can't be read out loud to cast whatever spell is on them, but can still be copied into a spellbook, or does the writing go away too? 3. "negates magical cures or diseases for only 2d6 turns." 1st level fighting woman has 5 hit points. She takes 3, the cleric cures her for 2, bringing her to 4. Next round she takes 3 more dmg, bringing her down to 1. Round after that, some smart-ass MU dispels the cure, temporarily taking her to -1. Is she alive, dead, undead, temporarily dead, mostly dead, grateful dead, or what?

1- If it memorizes/prepares spells, they're affected. If it has innate powers, I'd say not. I should think on this and clarify... 2- Scroll all gone. Can't be used for anything. Well, maybe mapping at that point. 3- That should be "curses or diseases." This is one of those typos that's important at this stage. smile

>>While I imagine I'm in the minority, I'd recommend against the whole organize-spells-alphabetically (instead of by class & level) thing. Never been a fan.

AD&D's spell organization has always been a pain in the ass to look things up in play. Even Labyrinth Lord, which has all the spells alphabetically but split between Cleric and MU, has given me problems. I find that in play the one large list makes things easy.

523

(87 replies, posted in LotFP Gaming Forum)

http://www.lotfp.com/images/dump/LotFPGameWorking.pdf

LotFP Weird Fantasy Role-Playing, version 0.02 with spell descriptions added.

524

(87 replies, posted in LotFP Gaming Forum)

JimLotFP wrote:
Geoffrey wrote:

I see the logic behind calling thieves "specialists", but will doing so muddy the waters a bit in regard to cross-compatibility?

For example, if you publish a module that includes a "5th-level specialist", won't that cause a lot of head-scratching?

The compatibility note with the class description could clear that up for anyone using other adventures with these rules... and in modules, calling them "Specialists or Thieves" in descriptions, or having a note at the beginning that "Specialists are also known as Thieves or Rogues" would take up just one line and cover it.

"I am a level four lemon! FEEL MY CITRUS POWER!!!!!"

525

(87 replies, posted in LotFP Gaming Forum)

Geoffrey wrote:

I see the logic behind calling thieves "specialists", but will doing so muddy the waters a bit in regard to cross-compatibility?

For example, if you publish a module that includes a "5th-level specialist", won't that cause a lot of head-scratching?

The compatibility note with the class description could clear that up for anyone using other adventures with these rules... and in modules, calling them "Specialists or Thieves" in descriptions, or having a note at the beginning that "Specialists are also known as Thieves or Rogues" would take up just one line and cover it.